Profiling OpenGL ES App

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Posts: 51
Joined: 2009.02
Post: #5
I've worked on a lot of games that worked similarly to Frank C's description. There's a discrete physics frame that's running at 60, 90, or 120 fps. The graphics render whenever possible. We did this all the time for PC games, where performance of the system was highly variable.

After all, future iPhones could come along with faster processors and graphics. So I think it's a good way to go.

I'm not as far as you are yet. Is there a callbacks you get when a frame has rendered? Is there a callback when it's been displayed? Or our we filling a queue with frames?
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Messages In This Thread
Profiling OpenGL ES App - Nick - Feb 15, 2009, 09:11 PM
Profiling OpenGL ES App - Nick - Feb 15, 2009, 09:31 PM
Profiling OpenGL ES App - Frank C. - Feb 15, 2009, 10:15 PM
Profiling OpenGL ES App - Nick - Feb 15, 2009, 10:58 PM
Profiling OpenGL ES App - Nosredna - Feb 16, 2009 08:54 AM
Profiling OpenGL ES App - AnotherJake - Feb 16, 2009, 10:22 AM
Profiling OpenGL ES App - Nosredna - Feb 16, 2009, 11:16 AM
Profiling OpenGL ES App - Nick - Feb 16, 2009, 02:30 PM
Profiling OpenGL ES App - Frank C. - Feb 16, 2009, 03:12 PM
Profiling OpenGL ES App - AnotherJake - Feb 16, 2009, 03:16 PM
Profiling OpenGL ES App - AnotherJake - Feb 16, 2009, 03:37 PM
Profiling OpenGL ES App - Frank C. - Feb 16, 2009, 04:28 PM
Profiling OpenGL ES App - Nick - Feb 16, 2009, 04:34 PM
Profiling OpenGL ES App - Frank C. - Mar 8, 2009, 03:45 PM
Profiling OpenGL ES App - imikedaman - Mar 8, 2009, 09:13 PM
Profiling OpenGL ES App - AnotherJake - Mar 9, 2009, 08:08 AM
Profiling OpenGL ES App - dave1 - Apr 17, 2009, 02:06 PM
Profiling OpenGL ES App - riruilo - Jan 19, 2010, 07:52 AM
Profiling OpenGL ES App - warmi - Jan 19, 2010, 09:29 AM
Profiling OpenGL ES App - riruilo - Jan 19, 2010, 11:31 AM
Profiling OpenGL ES App - Frank C. - Jan 19, 2010, 08:50 PM
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